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Player Features and Ideas Discussion

 
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[Beyond Rubicon] What Mobile Structures would you like to see?

First post First post
Author
Beaver Retriever
Reality Sequence
#141 - 2013-11-13 15:00:53 UTC
Powers Sa wrote:
A mobile thing that lets you put supercarriers and titans in a wormhole.



















Just let it happen.

Make it a one-way street.

Supercapital retirement home. Wheelchairs 4 all supers.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#142 - 2013-11-13 15:00:57 UTC
Moonaura wrote:
A mobile brothel that for the right amount of ISK dispenses relevant merchandise for people to put in their cargo holds. Pimp my kill mail CCP. Think GTA... but in space.

Edit. Naturally the mobile brothel would be an equal opportunities employer. Hell I might finally make some ISK if I can sell my clones...

Expanding on this idea:

A deployable Pleasure Hub. It has a hangar that only accepts Slaves. 24 hours after you put Slaves in, the hub will start producing Exotic Dancers.
Gilbaron
The Scope
Gallente Federation
#143 - 2013-11-13 15:01:29 UTC
please avoid any kind of smallscale-structuregrinding

also: something that works against afk-cloakies. something that is a danger to an actually afk-cloaker, but not a danger to an "active" cloakie
GeeShizzle MacCloud
#144 - 2013-11-13 15:03:57 UTC  |  Edited by: GeeShizzle MacCloud
1) Remove local intel (keep constelation delayed channel)

2) Add ihub upgrade(s) - ITFS Service I / II / III (Interplanetary Traffic Monitoring Systems Service))

I - ability to log uncloaked ships character in grid vicinity of sovereign system holders stations / ihubs
II - ability to log uncloaked ships character in grid vicinity of sovereign system holders POS's / POCO's
III - ability to log uncloaked ships character in grid vicinity of deployed mobile IFF unit (Interplanetary Friend or Foe)

3) log Friend or Foe identity in new channel much like local is now. Characters active log is removed if character is logged jumping out (via gate or via jump drive / bridge or titan / blops bridge or after (x) minutes - whichever is sooner)

Its like local but not as accurate / complete, requires resources and specific implementation decisions.
Gate IFF logging requires the deployable meaning it can be destroyed / griefed.
TAckermassacker
School of Applied Knowledge
Caldari State
#145 - 2013-11-13 15:04:02 UTC
the 2 best ideas so far in my oppinion are:

the mobile bomb defensive unit, however you design it

and the clone vat bay, but i would prefer this unit to be implemented into the current or new pos system (maybe together with the captains quarter with the 1 window ;) )


I can only add the Idea of:
The Mobile Smacktalk unit: Like texts in anomalies and missions/plexes this unit sends a message in green or blue color to every player withing a given radius with a predefined message, only deployable in lowsec and nullsec easy to destroy but helpfull to smack large playergroups with less effort.
Also a mode to tell multiple random jokes and/or contract scams.
the faction variation perma send isk-double textes and sends the money to the owner
Shaun Hansen
Tactically Challenged
The Initiative.
#146 - 2013-11-13 15:04:03 UTC
Dacada wrote:
Most here talk about unit, but let me bring up an old idea with a new twist.

Deployable anchorable mines.

Now having seen(and heard) the squawking about what happened with mines in the early days,Shocked I understand these would have to be CAREFULLY studied(not able to deploy within x km of a structure, not able to be deployed in x distance from one another) but there are some real possibilities for gameplay, including mad ebil ways these could be used.

Also, opens up some specialization for detection and removal.

Just another form of griefing? Could add an interesting aspect to the game.




Good idea. Definately worth considering.
Powers Sa
#147 - 2013-11-13 15:04:31 UTC
Zvaarian the Red wrote:
Randy Wray wrote:
Wormhole stabilizer

A mobile structure anchored on a wormhole that forces it to stay open for a set time regardless of mass jumped through(instead it has a set maximum mass of ships that are allowed to jump like acceleration gates), makes fighting around wormholes easier and one side can't just close the hole and trap the other. Would make wormhole pvp more common and increases the ability to be agressive in w-space.

Once anchored and online it's invulnerable and both itself and the wormhole is destroyed/collapsed once the set time ends.

EDIT: Oh, someone already suggested it, well this is how I think it should work


This isn't the bad idea thread...

It is one of the better ideas in this thread.

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Randy Wray
Warcrows
THE OLD SCHOOL
#148 - 2013-11-13 15:06:48 UTC  |  Edited by: Randy Wray
Beaver Retriever wrote:

Make it a one-way street.

Supercapital retirement home. Wheelchairs 4 all supers.

Made me laugh alot. With the wormhole stabilizing Idea I dont think supers should be allowed to enter wormholes. There have been alot of complaints in the past about wh space not having any conflict drivers and how being aggressive in wh space is too hard, I don't think wh space should stay like it is today forever.

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

GeeShizzle MacCloud
#149 - 2013-11-13 15:11:08 UTC
Randy Wray wrote:
Beaver Retriever wrote:

Make it a one-way street.

Supercapital retirement home. Wheelchairs 4 all supers.

Made me laugh alot. With the wormhole stabilizing Idea I dont think supers should be allowed to enter wormholes. There have been alot of complaints in the past about wh space not having any conflict drivers and how being aggressive in wh space is too hard, I don't think wh space should stay like it is today forever.


maybe make it so the total cumulative mass remains unaffected but the limit to jumpable mass still remains. so you cannot jump supers etc into it but regular capitals can jump without it affecting the wormholes stability until the mobile unit has expired.
Lucia Denniard
Hard Knocks Inc.
Hard Knocks Citizens
#150 - 2013-11-13 15:12:59 UTC
Mobile Gate Hacking Unit, Requires Hacking IV or V, Low EHP

Must be deployed within 10km of a stargate, scrambles the link between two stargates for 2 minutes, acting much like when Jita is full. The gate is then "reinforced" for 58 minutes to prevent one being used again. Shows up as a celestial when active.
GallowsCalibrator
Imperial Academy
Amarr Empire
#151 - 2013-11-13 15:13:06 UTC
Local Disruption Unit.

Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more.
Randy Wray
Warcrows
THE OLD SCHOOL
#152 - 2013-11-13 15:13:15 UTC
GeeShizzle MacCloud wrote:
Randy Wray wrote:
Beaver Retriever wrote:

Make it a one-way street.

Supercapital retirement home. Wheelchairs 4 all supers.

Made me laugh alot. With the wormhole stabilizing Idea I dont think supers should be allowed to enter wormholes. There have been alot of complaints in the past about wh space not having any conflict drivers and how being aggressive in wh space is too hard, I don't think wh space should stay like it is today forever.


maybe make it so the total cumulative mass remains unaffected but the limit to jumpable mass still remains. so you cannot jump supers etc into it but regular capitals can jump without it affecting the wormholes stability until the mobile unit has expired.

Yeah I edited a limit like that into my original post. The maximum size limits depending on wormhole class should still exist aswell, it's just the limit on number of ships that is removed.

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

IrJosy
Club 1621
#153 - 2013-11-13 15:13:20 UTC
IrJosy wrote:
Two things:

1. Deployable "stealth" unit. - Hides ships from D-scan ,but not combat probes or overview. Can be used in deep null or wh to stage an offensive, or hide a defensive force.

2. Mining colony - Deployable structure that mines ice, gas, or asteroids and deposits the contents into a mobile Depot. Mobile Siphon units may be attached and divert resources from the deployable's output. They run until the belt is cleared or their depot is full.


Good Idea!
TAckermassacker
School of Applied Knowledge
Caldari State
#154 - 2013-11-13 15:13:42 UTC
Wormhole stabilisation Array:
regenerates x mass per hour of a nearby wormhole.
Slows down the time collapsing.
Up to 3 units can be deployed next to a wormhole to keep it up for up to 7 days.
Does not increase maximum mass for a single ship.
Shaun Hansen
Tactically Challenged
The Initiative.
#155 - 2013-11-13 15:14:40 UTC
Ralmar Kimnot wrote:
DrLSpaceman wrote:
Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting...


I web bubble variation on the warp bubble would be better than a structure.


I totally agree with Ral on this one. Been thinking of a webbification bubble.
Randy Wray
Warcrows
THE OLD SCHOOL
#156 - 2013-11-13 15:15:10 UTC
GallowsCalibrator wrote:
Local Disruption Unit.

Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more.

+1 cause hilarious

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Bardos Skylifter
Mouth Trumpet Cavalry.
Mouth Trumpet Cavalry
#157 - 2013-11-13 15:16:46 UTC
Need a COMMUNICATION JAMMING ARRAY that, while active, causes local to function similarly to WH space
Randy Wray
Warcrows
THE OLD SCHOOL
#158 - 2013-11-13 15:17:01 UTC
TAckermassacker wrote:
Wormhole stabilisation Array:
regenerates x mass per hour of a nearby wormhole.
Slows down the time collapsing.
Up to 3 units can be deployed next to a wormhole to keep it up for up to 7 days.
Does not increase maximum mass for a single ship.

Would be good for a more long term version. My idea was more short term, stabilize the wh for an hour or so.

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Dunk Dinkle
Brave Newbies Inc.
Brave Collective
#159 - 2013-11-13 15:17:22 UTC
Mobile Fleet Depot

  • Allows use by all fleet members for fitting service & hangar space
  • Larger m3 requirement
  • Higher Anchoring requirement
  • Higher ISK cost
  • Perhaps it is damaged over time with use, like a laser crystal
Powers Sa
#160 - 2013-11-13 15:17:31 UTC
TAckermassacker wrote:
Wormhole stabilisation Array:
regenerates x mass per hour of a nearby wormhole.
Slows down the time collapsing.
Up to 3 units can be deployed next to a wormhole to keep it up for up to 7 days.
Does not increase maximum mass for a single ship.

Lovin' it.

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Remeber: Gambling addiction is no laughing matter unless you've lost a vast space fortune on the internet.